Right now, the Pale Master tree is fun, is unique, and does its job well. However, the forms? The forms leave much to be desired.
A lot of the forms seem to be just... niche, and who doesn't enjoy the idea of turning into more types of undead. I propose making that for each enhancement, there should be a multi-selector allowing you to choose between two forms.
With no further ado,here are my proposed changes. Updated effects and new forms are italics. For saving space, undead immunities/traits will not be listed. Explanations will be below
Core 1: Dark Shrouding
+0.75 negative and+0.75 universal SP per enhancement point
When not in undead form, you gain 10% negative energy absorb per core enhancement you possess. This disappears when you enter an undead form.
Core 2: Zombie/Skeleton
Zombie:
+2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, DR 5/Slash, +5 PRR
-20% attack speed
+1[w]with unarmed attacks. +25% threat generation.
On crit, 1d6 int damageBone Armor: +3/6/10 PRR
Improved Shroud: Shroud of the Juju Zombie
+2 Con
+15 PRR
+5 DR/Slash
+20% attack speed
Zombie form, in my opinion, is unfocused. It feels like a tanking enhancement, and if that's really what they intended, then by all means they should go for it. However, it feels really bad to be shoehorned into a relatively useless stance for three levels. My changes slightly boost its durability, and make it better at tanking.
Skeleton
-2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma, DR 5/bludgeon
+50% cold absorbBone Armor: +3/6/10 PRR
Improved Shroud: Shroud of the Blackbone Skeleton
+10 PRR
+5 DR/bludgeon
+50% fire absorb
Skeleton form is supposed to be a lighter, less specialised undead form. Lacking in physical stats, this one is for the casters that don't want to get into the middle of the fight, and/or don't want to take a hit to intelligence. The cold absorb represents the usual skeleton immunity to cold.
Core 3: Vampire/Wight
Vampire:
+2 Strength, +2 Constitution, +2 Charisma
+2 Enchantment spell DC
-25% threat
Melee attacks heal you for 1 negative energy
On Crit: 1d6 constitution damage to target, gain temporary hitpoints equal to caster level
Triple light vulnerabilityBone Armor: +3/6/10 PRR
Improved Shroud: Shroud of the Master Vampire
+2 Dex, +2 Charisma
+1 enchantment DC, +1 Illusion DC
Vampirism is increased to 2d2
Light damage vulnerability reduced to 200%
When ever you drop below 25% hp, you self-cast Dark Discorporation on yourself. This effect can only occur once every thirty seconds.
Looking through the current vampire, I can't help but realise that vampires, the literal king of charisma, receive no charisma bonus. This is absurd. The new changes makes upgraded vampire a more competitive option for enchanters, and actually gives them a reason for caster vampires to take improved shroud. (+2 dex? Really?)
Wight:
+4 Strength, +2 Constitution
+1d6 sneak attack
+10 hide and move silently
On vorpal: target receives a negative level
Bone armor: +3/6/10 PRR
Improved Shroud: Shroud of the Barrow Wight
+2 Strength
+2d6 sneak attack
+5 hide and move silently
Negative levels on vorpal is increased to 1d3
A much more melee focused stance, this stance is for melee dps. I get a feeling that it'd be pretty effective for monks too.
Core 4: Wraith/Mummy
Wraith:
+25% Incorpreality
Featherfall
+20 move silently,+20 balance
Ghost touch
On crit: 1d6 Strength damage
+2 reflex save
+10 to hit
+2 dodgeBone armor: +1/2/3 Dodge and dodge cap
Improved Shroud: Shroud of the Dread Wraith
+2 Dexterity
Incorpreal miss chance increases to 35%
+2 reflex save
+10 to hit
+3 dodge
DDO's always been generous to incorporeal enemies when it came to attack bonus, as we don't exactly have touch AC sorted out. In addition, wraiths don't inflict constitution damage: they inflict strength. I've added some more reflex and dodge to wraith, as it feels the most like an evasion stance.
Mummy:
+2 Strength, +4 Constitution, +2 Charisma, +5 DR/-,+10 PRR
On crit, inflict Mummy's Curse on target for a number of seconds equal to your character level. On crit, inflict Mummy rot on target.
+100% incoming damage from fire.Bone armor: +3/6/10 PRR
Improved Shroud: Shroud of the Mummy Lord
+2 Strength, +2 Constitution, +5 DR/-, +10 PRR
You gain a modified Mummy Despair aura (enemies near you must roll a will save equal to (Wizard level + Int modifier) or be frozen in place for a number of seconds equal to your character level. Every three seconds, the victim gets a new reroll. Each enemy can only be effected by this aura once per three minutes.)
Incoming fire damage reduced by 50% (reduced to 150% incoming)
What we have here,is the stance Zombie wished it could be. Designed to allow melee wizards to duke it out with the best of them, this stance hopefully provides enough incentive to step out of wraith form.
Core 5: Lich/Quell
Lich:
+2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
+2 DC to necromancy spells
On melee hit: 2d6 negative energy damage against living targets
+15 negative spellpowerBone Armor: +3/6/10 PRR
Improved Shroud: Shroud of the Archlich
+2 intelligence
+1 DC to necromancy spells
+10 Negative Spellpower
Gain boon of undeath (heal 1d6+2 negative energy when hit)
Previously a no-brainer stance, this stance represents the biggest and baddest a Pale Master can be. I've bumped up the necromancy DC to match vampire's bonus to enchantment, and increased their negative energy bonus by 15. However, I've dropped its constitution, because Lich, as it is, makes you far too tanky. I've also removed their random temporary hp proc, and instead given them boon of undeath, which is a lot more reliable.
Quell:
+25% Incorporeal
Featherfall
+10 move silently, +10 balance
Ghost touch
+10 to hit
While in the form of a quell, you gain access to Inflict Serious Wounds as a spell-like ability. This variant scales with Wizard caster level.
You gain spell resistance equal to (Wizard Level + Epic Level + Int Modifier)/2.
Bone armor: +1/2/3 Dodge and dodge cap
Improved Shroud: Shroud of the Spurned Quell
Incorporeal increases to 35%
+10 to hit
While in the form of a quell, you can cast Harm spontaneously, as a 5th level spell. This variant scales with wizard caster level.
Your spell resistance increases to (Wizard Level +Epic Level + Int Modifier)
On offensive spellcast: 2% chance at casting disjunction
Wraith's bigger,meaner brother. By giving up the massive bonus of negative spellpower and necromancy DCs that Lich grants, you can gain access to SLA Inflict Serious, and Harm as a 5th level spell. This form isn't as specialized for DC casting as lich, but is instead for support, and utility.
Core 6: Master of Undeath
+2 Intelligence
Deathblock
While an undead stance is active, gain +10 negative amplification.
When in an undead stance, you receive 50% less incoming light damage (Reduced to 150% for most stances)
So what's your opinion?